Mmmmh nice models, the Ep 3 one is really sweet :D
You created the Ancient Lightsaber Hilt! (The one that would connect to the power-pack) What's the release date on that thing ;)?
Originally posted by keshire
http://mediaservice.photoisland.com/auction/Feb/20042142016552756786997.jpg)
damn you beat me to it... oh well :( (just spent 10 minutes modeling one almost like that from an idea I got to go with one of my released maps)
I like the claw one and the EP3 ones :)
Originally posted by InsaneSith
sweet!
http://www.pcgamemods.com/4261/)
That's extremely cool work man :) Shall I try to get a few of these pics up on the relevant sections at PCGM for each file?
I'd do it myself, but the java applet keeps timing out. I've been packing my zips with 1024x768 screenshots though. I don't know why the applet keeps timing out on me it happened after the site had problems a week or two ago.
Wow there all looking awesome, very nice job!
great job dude i love all your hilts!:D
Nice job....once again!! Keep up the great work on the awesome hilts!
Those are mighty fine keshire.
What are the 'mech arms' you modeled up there?
Thats the arms of a saber droid from the game, its really cool. Its on PCGM, you should try all these awesome hilts out!
OK, sorry for the delay - screenshots are now up at PCGM for all the hilts! Phew :) Having a chance to look at each shot more closely, I've really come to appreciate what great work this is Keshire!
BTW man, check your PMs.
Yep, I did my best to capture all the good details in the hi-res shots. 640x480 that photo-island gives just doesn't do them justice.
And thanks for the screens on PCGM
bump and
thanks to keshire I present to you.... Tessai's Blade from the movie "Ninja Scroll"
http://www.boomspeed.com/insanesith/tessai_blademodel.jpg)
Wow cool, I didnt know you could model InsaneSith. Anyway it looks awesome, you should do more hilts, swords and stuff.
Originally posted by Zappa_0
Wow cool, I didnt know you could model InsaneSith. Anyway it looks awesome, you should do more hilts, swords and stuff. i've been modeling for a while, I just suck at getting things in game >_<~
I'm making some katanas and such right now ^_^, For me to use with ksk's samurai model in his model pack that I'm going to be skinning. ^_^
Luckily since it wasn't an odd shape I just threw a cylinder map on it to split the sucker open. Took a total of two minutes. including adding the two blade tags.
Very Good looking hilts!!! Well Done!:cool:
http://www.boomspeed.com/insanesith/saber_ventress.jpg)
One of Ventress' sabers from when she was a jedi padawan ^-^ Keshire's rigging
currently rigging it up. that's just a cheap render with colored poly's from 3ds max demo.
So did you like the way I had them set up in 1 glm? Technically this would be a Customizable Player hilt. Just 2 shafts and 2 button combo's though leading to four different sabers if you so chose. They should all match up though.
Originally posted by keshire
So did you like the way I had them set up in 1 glm? Technically this would be a Customizable Player hilt. Just 2 shafts and 2 button combo's though leading to four different sabers if you so chose. They should all match up though. yeah, it was damn creative, confused me at first on setting it up in modview but then i got a hang of it. I made a dooku jedi saber, If you're interested in fixing it up. i scaled it a bit. tried to make my own saber tag but it wouldn't work. :\
Ya, I noticed modview didn't want to distinguish between the different skin files like player models do. So you have to manually turn off the surfaces to see what the end product will be. But at least it works like its supposed to in-game.
I've also talked to razorAce about setting up a Customizable Player Hilt menu. To take advantage of this idea. He said its definately doable but wonders if anybody would want it.
Originally posted by keshire
Ya, I noticed modview didn't want to distinguish between the different skin files like player models do. So you have to manually turn off the surfaces to see what the end product will be. But at least it works like its supposed to in-game.
I've also talked to razorAce about setting up a Customizable Player Hilt menu. To take advantage of this idea. He said its definately doable but wonders if anybody would want it. I personally would love the customizable player hilt thing. I posted in the thread you made in the JA section on it.
also, if you want I can send you the dooku saber i made, i have it zipped up in md3
http://www.boomspeed.com/insanesith/dooku_saber_screeny.jpg)
a little render of the saber.
http://www.boomspeed.com/insanesith/Dooku1SM.jpg)
(reference picture)
Sure iI have some time. Go ahead and email it to me.
Haha, since its roughly the same size and shape as the other two you sent me I added it to the other training sabers. Thats 3 shafts and 3 button combo's now
Originally posted by keshire
Haha, since its roughly the same size and shape as the other two you sent me I added it to the other training sabers. Thats 3 shafts and 3 button combo's now
well ventress' sabers were inspired by Dooku, since he did become her teacher and all.
http://www.boomspeed.com/insanesith/dooku_saber_skinned.jpg)
Just need to add in a part to the .sab file and bammo. :)
I haven't gotten much response in the main forum, so I'm wondering what some other's thoughts on customizable sabers are. Any suggestions?
Also, I'm thinking that dooku saber needs to be brass.
Originally posted by keshire
I haven't gotten much response in the main forum, so I'm wondering what some other's thoughts on customizable sabers are. Any suggestions?
Also, I'm thinking that dooku saber needs to be brass. I thought so too, but when i had it in game it looked alot better than when in modview. it's kinda of weird like that. I'm going to try and make a brass shader for it as soon as i figure out how to do that >_<~
I wanna see the the ability to make a saber longer (single handed sabers) it might not be fully possible without a hell of alot of work, but man, it'd be really cool especially if you use one of those big style characters (when people make mods with model scaling) :)
I'm sure the hilts and blades will be scaled proportionately with the model when more people get to adding it. But if you mean like a variable length saber then thats possible too. But highly unbalanced.
well like the saber itself not it's blade. Like yareal poofs is huge to make up for his having 4 arms so that he can use all four. but also I think it'd be fun to have like a long version of say anakins saber just for kicks even if your'e a normal sized model. :)
It could add a bit of flavour to the mix of things.
I'm uncertain of the balance of the sabers, since I don't really see how the size of the saber (hilt) will throw things off. but then again, I'm not much of a modder, I just simply make the saber models ;)
The hilt model counts as a seperate entity for hit detection. Meaning its easier to disarm, because you can disarm people by hitting the hilt. :)
And sure that can be done too. But it'd stretch out the textures mighty bad though. You could always add a new shaft option to the model with the customizable sabers. ;)
yikes, unfortunately I don't know much about hilt modeeling... but I have to say the idea of customisable hilts sounds great.
That is one impressive arsenal of hilts. I see that in the saber files there is an option where a saber staff is breakable (kind of like what happens to maul) where one would end up with one or two sabers in each hand after the break. This would be a great feature when it comes to customisable hitls as I'm guessing the saber staff would be modelled in a way where the break point coud also lead to two seperate sabers.
I have yet to see this feature work in game though. Never came across it. Just one of those things along with 'pick up dropped sabers' in SP thet seems to have somehow dissapeared from the gameplay. =(
Ya, its not a valid saber flag in multiplayer.
But in the next OJP basic I should have the saber sticking to walls flag in. Enhanced will have it on by default though.
Also hilt modelling is much MUCH easier than character modelling. You make your model and add a blade tag to it. simple.
no weighting no skeleton.
So if this gets implemented I could crank out some sabers with a very good amount of options very rapidly.
I'm thinking of cranking out some staff sabers soon. Probably start with my ventress training saber 1 make it a staff. Then I'll probably make some models that just pop in my head. Make single style ones to so if the saber staff break gets implimented it'll look right ^-^.